[8483] Implement glyph 43361.
[getmangos.git] / src / game / TargetedMovementGenerator.cpp
blob11b1bbdfa69f5849cd21f55b41807fb87d359b29
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "ByteBuffer.h"
20 #include "TargetedMovementGenerator.h"
21 #include "Errors.h"
22 #include "Creature.h"
23 #include "DestinationHolderImp.h"
24 #include "World.h"
26 #define SMALL_ALPHA 0.05f
28 #include <cmath>
30 struct StackCleaner
32 Creature &i_creature;
33 StackCleaner(Creature &creature) : i_creature(creature) {}
34 void Done(void) { i_creature.StopMoving(); }
35 ~StackCleaner()
37 i_creature->Clear();
42 template<class T>
43 void
44 TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
46 if (!i_target.isValid() || !i_target->IsInWorld())
47 return;
49 if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
50 return;
52 // prevent redundant micro-movement for pets, other followers.
53 if (i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
54 return;
56 float x, y, z;
57 if (!i_offset)
59 // to nearest contact position
60 i_target->GetContactPoint( &owner, x, y, z );
62 else
64 // to at i_offset distance from target and i_angle from target facing
65 i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
69 We MUST not check the distance difference and avoid setting the new location for smaller distances.
70 By that we risk having far too many GetContactPoint() calls freezing the whole system.
71 In TargetedMovementGenerator<T>::Update() we check the distance to the target and at
72 some range we calculate a new position. The calculation takes some processor cycles due to vmaps.
73 If the distance to the target it too large to ignore,
74 but the distance to the new contact point is short enough to be ignored,
75 we will calculate a new contact point each update loop, but will never move to it.
76 The system will freeze.
77 ralf
79 //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
80 float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
81 if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
82 return;
84 Traveller<T> traveller(owner);
85 i_destinationHolder.SetDestination(traveller, x, y, z);
86 owner.addUnitState(UNIT_STAT_CHASE);
87 if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
88 ((Creature&)owner).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
91 template<>
92 void TargetedMovementGenerator<Creature>::Initialize(Creature &owner)
94 if (owner.HasSearchedAssistance())
95 owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
96 else
97 owner.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);
99 if (((Creature*)&owner)->canFly())
100 owner.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
102 _setTargetLocation(owner);
105 template<>
106 void TargetedMovementGenerator<Player>::Initialize(Player &owner)
108 _setTargetLocation(owner);
111 template<class T>
112 void
113 TargetedMovementGenerator<T>::Finalize(T &owner)
115 owner.clearUnitState(UNIT_STAT_CHASE);
118 template<class T>
119 void
120 TargetedMovementGenerator<T>::Reset(T &owner)
122 Initialize(owner);
125 template<class T>
126 bool
127 TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
129 if (!i_target.isValid() || !i_target->IsInWorld())
130 return false;
132 if (!owner.isAlive())
133 return true;
135 if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED))
136 return true;
138 // prevent movement while casting spells with cast time or channel time
139 if (owner.IsNonMeleeSpellCasted(false, false, true))
141 if (!owner.IsStopped())
142 owner.StopMoving();
143 return true;
146 // prevent crash after creature killed pet
147 if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget())
148 return true;
150 Traveller<T> traveller(owner);
152 if (!i_destinationHolder.HasDestination())
153 _setTargetLocation(owner);
154 if (owner.IsStopped() && !i_destinationHolder.HasArrived())
156 owner.addUnitState(UNIT_STAT_CHASE);
157 if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
158 ((Creature&)owner).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
160 i_destinationHolder.StartTravel(traveller);
161 return true;
164 if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
166 // put targeted movement generators on a higher priority
167 if (owner.GetObjectSize())
168 i_destinationHolder.ResetUpdate(50);
170 float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
172 //More distance let have better performance, less distance let have more sensitive reaction at target move.
174 // try to counter precision differences
175 if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) >= dist * dist)
177 owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
178 _setTargetLocation(owner); //Calculate New Dest and Send data To Player
180 // Update the Angle of the target only for Map::, no need to send packet for player
181 else if (!i_angle && !owner.HasInArc(0.01f, i_target.getTarget()))
182 owner.SetInFront(i_target.getTarget());
184 if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
186 i_recalculateTravel = false;
187 //Angle update will take place into owner.StopMoving()
188 owner.SetInFront(i_target.getTarget());
190 owner.StopMoving();
191 if(owner.canReachWithAttack(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW))
192 owner.Attack(i_target.getTarget(),true);
195 return true;
198 template<class T>
199 Unit*
200 TargetedMovementGenerator<T>::GetTarget() const
202 return i_target.getTarget();
205 template void TargetedMovementGenerator<Player>::_setTargetLocation(Player &);
206 template void TargetedMovementGenerator<Creature>::_setTargetLocation(Creature &);
207 template void TargetedMovementGenerator<Player>::Finalize(Player &);
208 template void TargetedMovementGenerator<Creature>::Finalize(Creature &);
209 template void TargetedMovementGenerator<Player>::Reset(Player &);
210 template void TargetedMovementGenerator<Creature>::Reset(Creature &);
211 template bool TargetedMovementGenerator<Player>::Update(Player &, const uint32 &);
212 template bool TargetedMovementGenerator<Creature>::Update(Creature &, const uint32 &);
213 template Unit* TargetedMovementGenerator<Player>::GetTarget() const;
214 template Unit* TargetedMovementGenerator<Creature>::GetTarget() const;